Remilia Scarlet

Contents

Remilia Scarlet, a vampire known as the "Scarlet Devil" and the head of Scarlet Devil Mansion. Young in appearance and childish brat in attitude, in truth she acts responsibly by taking care of her unstable younger sister Flandre Scarlet, and is actually a cunning old vampire with strong magical powers and the ability to manipulate fate.

Advantages: Remilia possesses extremely quick melee attacks and fairly swift B bullets. Her unique dash makes grazing most bullets fairly easy, and her ability to cancel her dash mid-leap into an attack makes her a very aggressive character. Her default 236 skillcard bypasses most projectiles easily and is great for punishing enemies that are trying to rush in. She possesses powerful reversal spellcards, and attacking mid-dash often leads to frustrating crossups for her enemy. Has excellent anti-air and strong jumpins. Her wide variety of quick attacks makes her a wild, unpredictable opponent. She can use the staggering, long hitstun on her C projectiles to open up multiple combos.

Disadvantages: Her C bullets are slow-moving and only mediocre in density, but they have a powerful hitstun if they manage to connect. If you become too predictable, enemies become more open to punish you (especially on moves such as 22B/C). Has limited teleports (2), which can't be extended (travels about as much as her aerial dash), making aerial grazing really hard, and in some extreme cases, impossible. Her unique dash and teleport mechanic make retreat-grazing bullets difficult and often leaves her starved for spirit if she's teleporting around in the air for aerial fights.

Air Dash: Unlike most characters, Remilia's forward airdash (66 midair) causes her to lose altitude. The only other character with this property is Komachi.

Teleportation: Remilia's unique form of airdash is teleportation. Unlike regular sustained flight, she loses a solid 1 orb of spirit for each teleport she does, to a maximum of two, when she must land (as with any other character). She will vanish on the spot and reappear a distance in the direction specified. So long as the player is holding down A between teleports, any bullets where she reappears will not effect her. However, should she reappear nearby or on top of a bullet at the end of her teleport chain, she will be struck as normal. She can be interrupted on the way by melee attacks. Because of her limit of 2 teleports and lack of sustained flight, Remi is extremely vulnerable to certain spell cards such as Patchouli's Royal Flare and Yukari's train spellcard.

Ground Dash/Leap: Remilia's ground dash involves her arcing forwards into the air for a moment before landing. At the apex of her leap, the game considers her to be in the air, allowing her to cancel her dash into aerial moves such at j.2A, j.2B/C and j.5A/j.6A. It's possible to time your cancel for when you appear just behind an enemy, crossing them up for a split second. While her forward dash will go on forever (until hit), her backdash-leaps cannot be chained. And bullets near where she lands in a backdash will still strike her.

Arcing leap that covers slightly more distance than her ground dash. Considerable knockback on hit and wallslams. Ridiculous knockback and wall bounce on CH. Super cancellable only when you are touching the ground. Goes through projectiles, but doesn't actually graze them.

B Version: Leaps once. Lands in front of the character on block.

C Version: Two leaps. If first one counterhits, the second always whiffs. Lands in front of the character on block.

Demon Lord Cradle: 623B/C

Remilia spirals upward. Excellent combo finisher due to high damage output. Does not graze. Gains invincible start up at level 1.

B Version: Remilia spirals up to approximately the height of her dash. Launches on hit, but no follow up.

C Version: Extends further and deals more damage. Knockback on hit and wallbounces.

Servant Flier: 214B/C (Chargeable)

Remilia summons three glyphs in front of her that each shoot out a weaker version of her C projectile, but with more homing properties. Each shot does 2 hits if it connects fully. Chargeable, five glyphs appear instead. Higher level shoot off extra glyphs, level 1 shoots 4 uncharged, 6 charged, and level 4 shoots 5 uncharged, 7 charged. Super cancellable. Grazable.

B Version: Summons glyphs closer together.

C Version: The glyphs are spread further apart from each other.

Demon Lord Arrow: 22B/C (Air-usable)

Remilia leaps to a wall , then dives at the opponent. Both versions dish out massive knockback and wall bounce on counterhit. Grazes after Remilia has reached the wall and begun the arrow animation. Has some invulnerability frames when Remilia is on the wall. Punishable on whiff and block, even more on airblock.

B Version: Jumps to the wall behind her and stalls on the wall for about a second.

A three part attack, requiring you to input 236B/C three times for the entire set. Remilia makes a wide slash while moving forward for the first two hits, but the third attack changes depending on whether B or C is used. Tends to whiff on counterhit. The last two hits can be delayed or totally emitted. Super cancellable on all three attacks.

B Version: Last hit is an overhead slash that does considerable knockback and wallslams. Chargable, high guardcrush on wrongblock, hits high.

C Version: The last hit is a faster, less damaging slide that knocks down. Guardcrush on wrongblock, hits low.

Trickster Devil: 236B/C

Remilia moves very fast in one direction, then strikes on the opposite direction of where she walked. Hits high, 2 hits, 40% limit. Bypasses the enemy's hitbox.

B Version: Goes forward and attacks from behind. Whiffs in corner. Does not graze.

C Version: Moves the other way around.

Rocket Kick Upper: 623B/C

Fires a spear upwards. Launches on hit but cannot hit a standing/grounded opponent. Does more hits if the enemy is higher. Leveling up enlarges the hitbox of the spear and increases damage.

B Version: Fires at a very steep angle, similar to 2C.

C Version: Fires closer to a 45 degrees angle.

Vampire Kiss: 623B/C

Remilia pauses for a while then slides towards the opponent. Grab move (unblockable). Remilia forces a vampire kiss, damaging the opponent and healing herself on a 1:1 basis. Vulnerable on whiff. Forces limit. Has some strange graphics glitches when done against Suwako or Cirno.

B Version: Homes on the opponent at a moderate speed.

C Version: Longer startup, but higher speed and more range.

Chain Gang: 214B/C

Creates a red chain that seeks the opponent. You gain movement back as soon as it finishes extending. Grazeable.

B Version: Shoots a chain horizontally that can be held down to increase length, which can be increased by leveling. Chain itself does no damage but it causes an explosion from the base to the tip that does damage.

C Version: Shoots a chain directly at the opponent, instead of the chain exploding, the tip will hit the opponent and pull Remilia towards them, allowing for follow up. Nothing happens on block or graze.

Demon's Dinner Fork: 214B/C (Chargeable)

Throws out red energy spears in a small arc. Starts at 2 spears, maxes at 6 when charged. The spears are quite fast and have decent density. Each extra level increases the number of maximum spears by 1.

B Version: Low angle.

C Version: Throws them at a very high angle.

Ceiling Fear: 22B/C (Air-usable)

Remilia leaps very high into the sky and quickly thrusts herself down to the ground, creating a shockwave when she hits the ground. The waves travel longer with each level. Knockback and wallslam on hit. More knockback and wall bounce on counterhit. Grazes while going to the ceiling. On block, the bursts deal 1 spirit orb damage each. Guardcrushes if blocked low. May or may not be punishable on block based on pushback.

B Version: Slams about a screen away.

C Version: Remilia hits further away, and the shockwave covers slightly less distance.

Stigmanizer: 22B/C

Remilia quickly jumps, then launches a medium spinning pinwheel downwards. The bullet is very dense and will blow through many projectiles, including all of Patchouli's 6C. At level 1, it does 3 hits, level 2 does 4 hits, level 3 does 5 hits. Size steadily increases with level.

Costs 3 cards
Remilia leaps backwards to the wall behind her and performs an attack similar to the Dracula Cradle, except coming in from a downward angle. This is the only super that can be activated in the air(which reduces startup). Your position when you activate it(both in terms of distance from the wall and height up in the air) affects how high on the wall you end up, resulting in different angles of the attack. Grazes for entire duration. Unreliable but powerful card, as you can sometimes land right in front of the enemy. Will often whiff if enemy is in the corner (lands either below them if they're in the air or right in front of them). Has a deceptively wide hitbox. Limits on hit.

Destiny "Miserable Fate":

Costs 3 cards
Shoots out a whole bunch of those red chains which home in on the opponent. These chains are different in that both the chain itself and the explosion as the chain disappears do damage. Get different amounts of hits/damage based on distance due to the awkward trajectory of some of the chains, so don't use it too close or too far away from the opponent. Has awesome chip damage, and does a lot of spirit damage too. Use in a blocking opponent to most certainly GC him, even with 5 orbs(C bullets are a good option to blockstun him). Grazeable.

Costs 4 cards (Expansion-pack only)
Remilia strikes a pose and a red aura appears surrounding her. While the aura is active, Remi has vampirical properties. All damage you deal to the enemy is recovered in her health on a 1:1 basis. Does not stack with the vampire kiss skillcard.

Archdemon "Remilia Stretch"

Costs 4 cards (Expansion-pack only)
Remilia pulls back into a pose and red energy begins to gather around her hand. She holds this for 1 second before slamming her hand into the opponent. Deals almost half a life-bar. Slow start-up and she holds her finishing pose for almost a second before you can control her again. Unblockable melee attack. Good after knockdown in Diamond Dust weather since your opponent can't ground tech. Super armor for during the charge animation.

Scarlet Devil "Scarlet Devil":

Costs 5 cards
Remilia lifts into the air while a massive red energy cross blasts down around her. Awesome damage. Launches slightly on hit. Invulnerable on startup, but no invulnerability while inside the cross (this is nearly impossible to capitalize on, however). Grazeable. 20 hits, 4506 damage, prorates 29%, limit 40%. All hits are untechable. Reversal.

Notes: ONLY POSSIBLE WITH CH - Use Remilia's dashing to arc over the opponent for j.2A. Have to pause for a moment prior to activating 6A. 100% limit.

3A 2A 2C ~1900 damage

Spirit Orb Usage: 1

Notes: The 3A must land at its farthest range for this followup to be possible, else Remilia doesn't recover quickly enough.

3A 2C 623C ~2200 damage

Spirit Orb Usage: 2

Notes: Whiffs on some characters, alternative to the above.

j.8A 5C 6D 5C 9D j.2C ~2400 damage

Spirit Orb Usage: 5

Notes: Use off of connecting non-counter hit j.8As. Due to variations in hitbox/weight and the staggering of bat projectiles you may have to continue from the first 5C with 9D j.2C 6D j.2C, especially near the corner. Can swap out last j.2C for j.2A to conserve spirit at a minimal damage loss. Limits.

2C j.5AA j.2C j.6A ~1800 damge

Spirit Orb Usage: 2

Notes: j.2C requires some opponents to be hugging the wall to fully connect. Limits. Only works on larger opponents

...virtually anything, actually. Damage varies depending on what was the input, though it is always around 2.5k.

Spirit Orb Usage: 0/1

Notes: Almost always limits, except on weird inputs (for instance, using 2B too late). Spellcards require activation as soon as Remilia touches the ground, or they will whiff. Has a small window where it works. Too far from the wall, and your dash won't make it in time. Too close, and you won't dash fast enough.

Corner:

5AAAA 2C j.2C 66 j.8A - 2757 damage

Spirit Orb Usage: 2

Notes: Standard corner bnb.

5AAAA 6A 5C 236B - 2750~ damage

Spirit Orb Usage: 2

Notes: Alternate corner bnb. Damage depends on how many hits 5C does.

5AAAAA 2C alt22B/C "Stigmanizer"- 2500~ damage

Spirit Orb Usage: 2

Notes: 100% limit.

5AAAA 2A 2C- 2551~ damage

Spirit Orb Usage: 0

Notes: 100% limit.

5AAAA 2C 623C- 2700~ damage

Spirit Orb Usage: 2

Notes: Usually 100% limit. Combo will occasionally end at 98% or similar.

Notes: Tricky and flashy but fairly powerful corner combo. Requires that they be hugging the wall and you're right in their face. Need to connect the first 2C as quickly as possible. The last portion (D6 j.2C D6 j.2A) can sometimes be difficult to land, but you'll usually end up dropping them around 2,800 damage either way. If you're having trouble with the last j.2A you can do D6 j.5AA instead. Limits.

Tenshi- After the first j.2C, just 6D j.2A. Tenshi's too fat for the second projectile to hit in time. 2,601 damage.

3A 2C 2C hj.8 j.2C ~2400 damage

Spirit Orb Usage: 3

Notes: The 3A must land at its farthest range for this followup to be possible, else Remilia doesn't recover quickly enough.

You may also be wondering how you can judge the distance of 3A without memorizing it. This isn't that hard either. Any match with Remilia in it takes place in the lobby of Scarlet Devil Mansion (has the swirling pentagram on the floor) or in Patchouli's library since Remilia is a vampire and cannot venture outside during daytime, the time all other stages occur. For the mansion, you want to use 3A right on the tip of the big white section of the floor pentagram, NOT the tip of the swirling lines. For the library, stand just in front of the green book in the background for the right corner. For the left, stand below and slightly to the left of the hanging red platform.

Use against: Reimu, Marisa (difficult), Sakuya, Youmu, Iku, Tenshi

Modifications:

These modifications are all situational. Sometimes, the position that Remilia ends up in on recovering from 3A can cause the 2C bat hits stagger the opponent into the air and miss/slow a few %s of limit, allowing for extensions. Sometimes she can go so far forward that when you 2C she'll turn around because the enemy ended up behind her. In this case, followup with default 623C.

Alice- Some of the bat hitframes don't connect, leaving her with roughly 4% limit left over. Follow up with D6 -> j.2A or j.5AA for extra damage.

Komachi, Reisen, Patchouli- Same as above, instead do hj.8 D8 prior to the j.2C (only one high jump can't go far enough). After that, follow up with D6 j.2A/j.5AA.

Aya and Suika- Start the 3A only a bit more closer than normal, else the first bat will not connect enough hitstun to allow for the second and third.

5[C] hj.8 j.2[C] ~1800 damage

Spirit Orb Usage: 2

Notes: Doesn't limit.

j.5 j.5C j.5AA j.5C D6 j.5AA ~2100-2400 damage

Spirit Orb Usage: 3

Notes: Requires them to be hugging the wall, with you right in their face. You can sometimes D6 after the first j.5C to ensure the rest of the combo connects but you need to be fast.

5AAAA 236C - ~2500 damage

Spirit orb usage: 1

Location: Near corner, no more than 2~3 character lengths away

Notes: Limits to 120%. After the last hit of the 5AAAA lands and the opponent wallbounces, follow with the 236C as soon as possible.

Notes: Spellcard combo for spears. Use SC as soon as possible. Lvl 2 deals less damage if used too close - for max damage, use it midscreen. Can follow up after level 2 spear if you're close enough to the wall with j.5a j.8a.

2A 2C Midnight Sign "Demon King Cradle" j.5C j.8A ~2500 damage

Spirit Orb Usage: 2

Notes: Limits. If you are worried of not chaining j.5C and j.8A, just skip 5C and it'll still limit, but only deal 2400 damage.

Notes: Works Anywhere. Limits. Must wait for opponent to fall into your 2A reach. Not the easiest timing there is. Since you're in Monsoon, 2A will let your opponent airborne and defenseless to your Dracula Cradle as he/she falls to the ground, but you must activate it as soon as he/she touches the ground, or else he/she'll ukemi out of it.

Notes: Limits. Sometimes the opponent will fly to the other corner. Obviously, it's impossible to combo from there. Also, don't be too hasty when throwing 2C, because you'll have the opponent too high to finish the combo.